全 70 件のコメント

[–]DeathSwitchCipher [スコア非表示]  (18子コメント)

He's not wrong especially with games like Fallout 4 and Mass Effect: Andromeda coming out with your character saying a line and those lines have little change on the outcome of a quest or story.

Do you wanna be a sarcastic snarker who quips no matter what and sounds like they were written while watching a Joss Whedon movie?

Or do you wanna sound like an ultra edgelord who will eat everyone's souls?

I'm exaggerating of course but it feels like that sometimes. Especially with Fallout 4's conversation system. I hope in the next Fallout game they either find a way to improve the conversation system or they go back to what worked better with Fallout 3 and New Vegas. Everyone else voiced except the player character.

[–]bobmcdynamite [スコア非表示]  (8子コメント)

To be fair, Alpha Protocol had a similar system to Fallout 4, yet the choices had a huge impact on the story, and it also let you play the sort of spy that you're wanted to be. It's not a problem inherent to the system. Modern games seem to consciously be trying to limit choices while improving combat, which is one area that Alpha Protocol could have seriously used improvements in. Guess which of those two games sold the least?

I think the reasoning is that, despite how many people like myself are vocal about wanting choice and agency, simplifying everything leads to better sales. It's unfortunate, I think, but don't blame them if that's what people vote for with their wallets.

[–]LG03 [スコア非表示]  (3子コメント)

Alpha Protocol had a similar system to Fallout 4

AP actually had a great premise behind its dialogue choices. Are you a Bond, Bourne, or Bauer? It was letting you roleplay as one of those. The dialogue options made sense in AP because of those archetypes, it does not make as much sense in other games.

[–]Magstine [スコア非表示]  (2子コメント)

Before ME:A came out they presented it as being Han Solo, Kirk, or Picard.

... how well they actually accomplished that is up for debate.

[–]ah_hell [スコア非表示]  (1子コメント)

We ended up with Weasley Crusher.

[–]sam2795 [スコア非表示]  (0子コメント)

Unless you played as Sara then you got Sloth from the Goonies.

[–]Eecka [スコア非表示]  (2子コメント)

Guess which of those two games sold the least?

I don't disagree with what you're saying but comparing the sales of a new IP to Fallout isn't entirely fair. If Alpha Protocol was a Fallout game and Fallout 4 was a new open world RPG shooter, the sales might be very different.

[–]longshot2025 [スコア非表示]  (0子コメント)

That and the gameplay side of Alpha Protocol was kinda clunky, with the controls feeling meh and some upgrade paths being stupidly overpowered relative to others. The branching story is the one stellar part.

[–]DrBoomkin [スコア非表示]  (0子コメント)

Yep. Shooters like COD seem to sell the most, and it appears most casual gamers are interested in "shooters with RPG elements", instead of actual RPGs, so that is what is being produced.

Every time they make a sequel, they make it more of a shooter and less of an RPG, and since it usually sells better than the previous game in the series, they get the message that this is the way to go.

[–]MangoMiasma [スコア非表示]  (6子コメント)

Bethesda's never gonna go back to voiceless protagonists. Fallout 4 made gangbusters compared to 3 and New Vegas, so they're just going to remake the same game but with a few more things that appeal to the casual crowd.

[–]DrakoVongola1 [スコア非表示]  (2子コメント)

Todd Howard did acknowledge that they messed up with the dialogue in FO4 and would work to fix the complaints, although time will tell whether he actually meant it or not

[–]_Arch55 [スコア非表示]  (1子コメント)

But Todd also said "long" conversations were boring.

[–]DeathSwitchCipher [スコア非表示]  (2子コメント)

While true that it sold a lot I contend that the sales were more on the marketing rather than the voiced protagonist. After all, Skyrim sold incredible amounts as well with a non-voiced protagonist. Seriously the marketing for Fallout 4 was insane. It was on every channel everywhere on TV. It was everywhere on the internet. Not to mention that video games have become more and more mainstream as time has gone on so of course they would sell more compared to a game that came out in 2008 like Fallout 3.

[–]MangoMiasma [スコア非表示]  (1子コメント)

I'm definitely not suggesting it sold well because of having a voiced protagonist, but I doubt they'll change back. It does better with mainstream audiences than silent protagonists. Exceptions being franchises like Mario and Legend of Zelda.

Bethesda just seems to be unwilling to change something just to please the hardcore fans. Unless they determine that it would hurt sales of future titles, I don't see them reverting back to how it was before

[–]gwyntowin [スコア非表示]  (0子コメント)

They did add survival mode, which I could see appealing to hardcore fans, but on the other hand it was added after the game sold, so maybe you're right.

[–]Scarbane [スコア非表示]  (0子コメント)

New Vegas is especially good at creating an atmosphere and world that changes based on your decisions. Obsidian actually knows how to make a good RPG (KotoR 2 and Pillars of Eternity being other good examples).

[–]Ewindal [スコア非表示]  (0子コメント)

A lot of the problem is voice acting. Perhaps when voice synthesizers become even better, we won't have to be limited by how large scripts these games have to voice act. I doubt the voice actors will be happy about that though.

[–]acg_ [スコア非表示]  (5子コメント)

I think a more appropriate point would be to say there's not much role-playing in AAA games these days.

The CRPG genre is alive and well. Torment: Tides of Numenara, Tyranny, Pillars of Eternity, and Divinity: Original Sin are all really fun games (and really quite different from one another in many substantial ways), and the latter two are releasing sequels within the next year.

Additionally, the ARPG genre is still a part of the conversation. Diablo III, for all of its errors, is still one of the best selling games on the PC in history, and Path of Exile had nearly 25,000 players on it less than an hour ago.

I think people just need to acknowledge that the "casualization" of the RPG genre is really a AAA problem, and not an industry problem overall.

[–]The_Vortex [スコア非表示]  (0子コメント)

I came hear to see if this was posted. Planscape Torment enhanced edition has some super awesome dialogue options. I never played the original release nor many games like it, but after about an hour of the game, the dialogue and even some of the things I could have ignored Like the +1hp i got for going the extra mile and let the ... shadow thing repair my scars. Completely found out on accident just learning more. So far the game is amazing, So glad it has the enhanced edition.

I just hope I can manage the combat, I was never really good at pause instruction based combat, most of the talent point possibilities don't mean much to me nor do I know If i speced in a way that is realistic.

[–]wildcard18 [スコア非表示]  (0子コメント)

Yes, definitely this.

For those looking for authentic roleplaying gaming experiences like the classics of lore, you really should stop looking at big-budget titles because of the mainstream's trend toward streamlining and casualization.

However, the CRPG genre is undergoing a revival of sorts with many great titles out there which everybody looking to whet their roleplaying appetites should check out. PoE, Tryanny, Tides of Numenara, Divinity are mentioned already, so I'll add the Shadowrun games and Wasteland 2 to that list.

[–]Reznor_PT [スコア非表示]  (0子コメント)

It is just me or why can't really play Obsidian CRPGs? I loved Original Sin and already bought the sequel but apart Tyranny I really... don't know why but I don't like them.

[–]ThunderRoad5 [スコア非表示]  (1子コメント)

Great argument. The only problem here is whether or not one knows where to look!

[–]acg_ [スコア非表示]  (0子コメント)

I certainly think Obsidian and inXile could do a much better job of advertising their games, but I think a bigger issue is the external optics of the CRPG genre as being too old-school, too slow, and full of arduous "lore dumps." Most of them involve a great deal of reading, not watching or playing, and operate at times closer to interactive fiction. As a book reader I personally love it, but I don't anticipate CRPGs like Torment: Tides of Numenara or Pillars of Eternity to dominate the conversation today any more than Planescape: Torment or Baldur's Gate did in the 90s--which is to say not very much at all.

For perspective: the entire Baldur's Gate franchise has sold like five to six million copies, whereas Diablo III alone sold over 30 million copies. The old Infinity engine games were niche titles even in the 90s, and I don't think Obsidian is expecting Deadfire to be a commercial juggernaut so much as sell enough just to keep a roof over their head and fund future projects.

Unfortunately, I think a lot of the complaints people make about the modern RPG scene in AAA games is self-inflicted. People want story, but they don't want to read it. People also want diverting dialogue options, but voice acting is expensive. Maybe there will be a point where AAA developers can take a step back and ask themselves if they're prioritizing the things that make RPGs great, and instead of making fully-voiced 300+ hour surface worlds to explore they go back to making 100-hour plot-driven crafted epics, but I'm not sure we're at the point where they're willing to have that conversation yet ... and I'm not sure most gamers are willing to forgo that experience just yet. I do expect games like Andromeda and Fallout 4 to continue to set the "standard" for AAA RPGs moving forward for a few more years at least.

[–]team56th [スコア非表示]  (1子コメント)

So I do agree with Yahtzee here - Rare case indeed but I fully agree. Alignments in D&D and other RPG rules started as a guideline for players to form their character. However in CRPG it ends up being a gameplay element and you have to choose certain dialogue options to keep your player at a certain alignment. It went against the system's original goal, the player expression. This was especially true with earlier Bioware games, and I did like how dialogue choices are spun out of gameplay stats in DA Inquision. But at the same time, this means the player expression does not have a significant (or any) effect on how the game will unfold. In the end the game becomes a crude amalgamation of Telltale adventures and XCOM/Gears of War/whatever the combat section is made of.

Somehow the game that I think that comes closest to tabletop experience is Hitman. The key here is that player expression and game progress are very closely connected yet nothing feels limited by it. If you want to play it low-key and suave you can do it. If you want to play a game of stealth you can do it. If you want to go bada-boom that is also possible. My moment-to-moment choices opened up new opportunities and different paths for progress.

Right now, I am imagining a level of Hitman, but with a Bioware/Telltale-esque dialogue wheel. It's just another tool for me to progress through the level, but a certain choice of lines based on previous information and situational awareness will get me somewhere important. Maybe that's the solution, as opposed to the oft-praised heavy prose in Obsidian or Larian RPGs. Dialogues in CRPG need to be functional and purposeful. Even if the line-by-line writing are a little scarce, arbitrary, or both, if dialogues serve as a key gameplay tool that opens up the next step for players, that could make the "true" RPG moment for video games.

[–]acg_ [スコア非表示]  (0子コメント)

It's unfortunate what Square-Enix has done to the franchise, as I think Deus Ex when it was in its prime is another great example of what you're describing.

[–]WhirlyTwirlyMustache [スコア非表示]  (0子コメント)

They could learn a thing or two from Divinity. That had a great role playing system that worked even with multiple players.

[–]belowthelaw [スコア非表示]  (1子コメント)

There are good rpgs. You just won't be asked to reserve them at GameStop. Torment, tyranny, divinity for example. They are all flawed in some way. But they give me a much more rpg feel than the usual triple A releases.

[–]watchingcropsey2 [スコア非表示]  (21子コメント)

I can't say I disagree, I even felt like Witcher 3 was more of a Choose your own Adveture book than a true RPG.

[–]VeryFrank [スコア非表示]  (20子コメント)

Well, in The Witcher series, you're telling the story of Geralt, not the story of you. I feel like complaints of limited options in that series fails to grasp that, as opposed to, say, TES.

[–]Wulfram77 [スコア非表示]  (8子コメント)

You can grasp that, but still not like it. I prefer RPGs where I'm not stuck playing the story of a particular guy.

[–]SwissQueso [スコア非表示]  (6子コメント)

Thats my only big complaint about the Witcher. Is that your character is already made for you. I get where /u/VeryFrank is coming from, but I think it would be a lot better if I could design my character and have more of an impact on the story.

[–]ThunderRoad5 [スコア非表示]  (3子コメント)

My thoughts are the exact opposite. I find little joy in blank slates. If I have to spend more than five minutes in character creation at the start of the game my brain starts to fry. I'd rather play someone else's lovingly crafted story and make minor choices than try to forge my own story out of someone else's prebuilt piecemeal scenarios.

[–]SwissQueso [スコア非表示]  (1子コメント)

Just curious, do you not like some of the default characters that games that let you create a character have? I feel like they have these in there for people like you? Mass Effect(new and old) even has 1 premade person that is used in all of their art.

[–]sam2795 [スコア非表示]  (0子コメント)

I'm more of the same. I really enjoy following someones else's story because those stories are generally better written and in most cases more enjoyably for me. It doesn't help most RPGs and CRPGs I can never make that class I want to make. I really enjoy the idea of a a dexterous swordsman but that never truly exists in most games. I either get bundled into the heavily armored soldier who can take a beating or a rogue and neither of which is the class I want to play.

[–]Yes-I-am-a-Bot [スコア非表示]  (0子コメント)

Yup. I love almost every think about Witcher except, well, the Witcher.

Don't get me wrong here, I've read what's translated of the novels so far, I know Geralt's story and all of that jazz. Great character but... I don't want to play as him. Witcher 3 was a great game, but it's not one I can come back to with regularity because I cannot, for the life of me, get into the role of playing Geralt and doing anything other than just the main quest.

Doing side quests feels wrong, like I'm doing something that Geralt wouldn't do. And that impacts my enjoyment of the game, personally speaking.

I have similar complaints with Nioh—I fucking loathe William Adams and it ruins any attempt at playing the game lately. He is utterly unlikable and while the game is not a true RPG, I feel that the game is massively hampered by a halfbaked story (Seriously, they could have just given us MH styled missions and I'd of been happier) and an unlikable, cardboard cutout of a MC.

[–]EdEmKay [スコア非表示]  (0子コメント)

or have the witcher's story be told linearly. the game's writing was so tight but marred with the fact that you have to do a bunch of open world stuff before you continue it, and none of the side quests or contracts effect the main story, at least majorly. it felt like "well sure, choose what you want to say, but it's still gonna be Geralt" just on a scale of how hormonal he was feeling at that point. it felt like two great games kinda awkwardly stuck together whereas it could have been either an incredibly well written, tightly developed linear story, or basically the best open world action game available at the moment.

[–]floodster [スコア非表示]  (0子コメント)

I found Geralt to have a bad case of tough guy syndrome which turned me off the game after trying really hard to like it for 30 hours.

[–]watchingcropsey2 [スコア非表示]  (0子コメント)

You can tell the story of Geralt AND give the player more role playing options, I think you fail to grasp that these aren't mutually exclusive.

[–]FriendlyCupcake [スコア非表示]  (9子コメント)

Is it still a Role-Playing Game then, if you only can play as one predefined role?

[–]Stellewind [スコア非表示]  (4子コメント)

Why not? You are role-playing Geralt. Don't see what's wrong in that.

[–]Yomoska [スコア非表示]  (1子コメント)

Tabletop RPGs have predefined characters

[–]floodster [スコア非表示]  (0子コメント)

Sometimes, but handouts are definitely in the minority compared to creating your own.

[–]cfisher2833 [スコア非表示]  (0子コメント)

It depends. I'd consider games like Planescape Torment to be a true blue RPG even though you're forced to play as the Nameless One. However, you do have a considerable amount of say in how the Nameless One turns out in terms of his personality and decisions. The Witcher also did choices and consequences fairly well too though--in 2, the entire 2nd act is completely different depending on who you side with and 3 has vastly different endings depending on who you sided with and what you did throughout the game.

Personally, I prefer this style of pre-defined protag with significant player input factored in over completely blank slate characters.

[–]stylepoints99 [スコア非表示]  (0子コメント)

Am I the only one that enjoys picking dialogue choices based on what I think is appropriate for my character in a given situation and just appreciating that moment of dialogue at the time?

I don't need "game systems" to hook into every time I stare at Cora's ass in MEA. Because, like the article mentioned, it's hard to fight the "gaminess" of such a situation.

If you want dialogue to matter more, you end up ballooning development costs and the size of a game. Some have tried it, like Tyranny, and it worked out okay, but in the end it was mostly window dressing and wasn't worth a second playthrough.

Most people will only see 1/3 (or one of however many choices you give) of your game if you go down that road. A good chunk of players don't even beat a game once, let alone go through several playthroughs. Is it worth it to a developer to develop content that only 1/3 of their players will ever see? Sure, some devs will try it as an experiment, but it's not going to happen in the AAA space for a while. One of the only games I know that did it in a major way was The Witcher 2. The second act was very different based on your choice at the end of act 1. I can't imagine something like that will become the norm.

[–]DJ_IllI_Ill [スコア非表示]  (1子コメント)

I actually blame voice acting for this problem. It's hard to design a branching storyline when voice acting costs money, and for some reason every game must have it now.

[–]JubalTheLion [スコア非表示]  (0子コメント)

We can take the point one step farther to just how much development costs for AAA games have skyrocketed. Theoretically, divergent choices could result in radically different game scenarios. If you are aiming for a set game length, you might have to make two entirely separate missions in the place of one. And many players will only go through the game once, so they will never see the other mission.

This isn't a new problem, since even older games had resource constraints and had to use various tricks to create the illusion of choice and divergence. But the constraints are only getting worse for the developers and publishers who operate in the markets that expect up to date production value.

[–]TheJoshider10 [スコア非表示]  (0子コメント)

My biggest issue with role playing games is perfectly shown with The Witcher 3. I'm meant to be role playing as Geralt, the finest witcher in the land. Yet I begin as a level 1. I'm on par with many of my human enemies. I am not role playing as Geralt, because Geralt would be massively ahead of these guys.

I wish with role playing games that if there is an established character, there's a difficulty setting literally called "role play". I want to be able to one or two shot characters who are level 1 from the start of the game if i'm someone like Geralt. Fuck difficulty, I want the role play. I hate having to "level up" my character because it's a game and thus it must fall under the gaming conventions. If it does need some gameplay hook, then the Wild Hunt should be incredibly difficult to defeat, same with some monsters. These should be raised in level and vary depending on the area, but many humans should be far below my skill level as Geralt.

It's a problem that won't be fixed though because it's a video game, and RPG means the generic "start at the bottom of the levelling up system" despite the fact that if we're role playing as these characters, much of the time our character should already be "levelled up".

At the very least, just let me be able to do this. Not everyone would want it, and I see why. But for games like The Witcher that have a preset character who is experienced and well known for their skill, I want to feel like them from the start, not feel dumbed down and lose my immersion due to gaming conventions.

[–]illgot [スコア非表示]  (0子コメント)

Back when Ultima Online was released in the mid 90s people would RP all the time in that game. It was an open world game, people could retrain their skills relatively easy and outfits were simple to change.

You could dress up and role play a tribal savage one day, witch the next, knight the next. Whole guilds had their specific theme.

Then games like Everquest came out which began degrading peoples choices on how they look or how their characters were built due to classes and long grinds. It soon became standard to have classes define your character instead of role playing and making your abilities fit what you wanted to role play.

I'm still waiting for skill systems similar to Ultima Online to come back (hell, a lot of features UO had no MMO to this date has done fully).

Role Play was killed by telling the player what they will be via the class system or what they will do via stringent quest systems.

[–]Deadly_Ghost [スコア非表示]  (0子コメント)

I find it odd that this is an issue at all. The very nature of a role playing game is that you are playing the role of character with some personality. Sadly we don't live in an age of AI that can basically hand craft a story around every choice you may make, and, even then that would be highly unrealistic as, in reality, the choices we make are limited, as are the results. We like to think that every choice we make is going to have some lasting impact as it appeals to our sense of ego, but it is not only not feasible for development purposes(until the rise of our AI overlords), but also not feasible in design in general. The simple fact is some choices simply don't matter and that is okay. It's better to have a good story than choices, but if you can do both go for it, either way it doesn't mean every action and decision the player makes should have a noticeable effect beyond the mechanics of the game.

Also love how this comes from the concept of the player Godhead. A player who knows what they know only because they have experienced the story multiple times in "parallel universes." Come to think of it, this very well may be what the Lutece twins from Bioware Infinite are talking about with their "Constants and Variables" quote. The nature of video game development where you give players choices within the narrative.

[–]Nan0machines [スコア非表示]  (5子コメント)

Felt the same way for a while now.

Madden is more of an RPG than Final Fantasy is. How did this happen?

[–]LLJKCicero [スコア非表示]  (2子コメント)

Final Fantasy never had much role-playing if that means meaningful choice that impacts the story.

[–]Nan0machines [スコア非表示]  (1子コメント)

I meant in terms of actual RPG mechanics, character building/progression, etc. I guess I'm in the wrong topic though because this seems to be about story choices

[–]PYDuval [スコア非表示]  (0子コメント)

There are two ways to interpret RPG and both are correct

  • In one case you have a role to play
  • In the other case you play a role

[–]xCookieMonster [スコア非表示]  (0子コメント)

I mean, JRPGs have never really been known for their "role playing" if that means making decisions that matter or anything like that.

[–]Daerkannon [スコア非表示]  (0子コメント)

Lots of reasons.

  • Writing an RPG that has consequences is hard. Each choice can branch in multiple directions and writing requirements quickly escalate exponentially. It's also a burden on programming to keep track of all those game states and not run afoul of inconsistencies and errors.

  • The "fight something and then get rewards" feedback loop is a much more visceral experience for most people than successfully navigating a complex decision tree. This is basically how the entire ARPG genre was created out of the CRGP one.

  • Lots of people actually prefer a well crafted narrative to an actual RPG experience. You only have to look at the state of AAA gaming today to see this is true.

In the end a (more or less) linear story with an emphasis on production value is easier to make and sells better. Most people don't even care that much if the mechanics of the game are mediocre as long as they're invested in the story.

[–]Taskforcem85 [スコア非表示]  (0子コメント)

I actually like the way ARPGs are evolving. I think the D&D type RPG works well for top down turn based games, Tyranny/PoE, as you can simply do a lot more with the scope of these games. However your ME/TES/FO4 require a lot more attention to detail simply because of how the gameplay and camera works. They're much more personal games. You're meant to attach yourself to the world and feel like you're apart of it. That's why I think a focus on developing the main character and their allies rather than massive decisions works better.

However, and this is a big however, ARPGs are doing a pretty poor job of making these choices of personality matter though. You're given a lot of options to say something a certain way, and it's nice that these choices feel consistent, but the choice will last for 1-2 lines of conversation before it disappears. DA2 is a good example of how to do it correctly. As you start to lean towards a personality type your character begins to act like that, and other characters react differently to that personality type. It could be improved on quite a bit, but imo it has the correct groundwork setup.

[–]floodster [スコア非表示]  (0子コメント)

Telltale would fit the bill too, their games are about choices (even if the choices lead to nothing sometimes) and how you get to roleplay your character. That's a lot more RPG to me than dumping numbers into stats.